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 Damage Pop VX Help: Syncing Damage Pop With Instant Text
#2
You will find it unlikely to down right painful to attempt.

You see, the damage pop system is modeled after the RPGMaker XP version of the damage pop and is tied into the Sprite class (formerly hidden in RMXP). As such, and like RMXP, it is tied to the action system that performs the actual attack animations and calculations the moment it occurs.

Let's look at a section of Scene_Battle code:
Code:
#--------------------------------------------------------------------------
  # * Execute Battle Action: Attack
  #--------------------------------------------------------------------------
  def execute_action_attack
    text = sprintf(Vocab::DoAttack, @active_battler.name)
    @message_window.add_instant_text(text)
    targets = @active_battler.action.make_targets
    display_attack_animation(targets)
    wait(20)
    for target in targets
      target.attack_effect(@active_battler)
      display_action_effects(target)
    end
  end
The section that states target.attack_effect(@active_battler) .... It cycles through each target and calculates/applies the damage immediately.

However, the text in the message window has displayed quite a few frames before it (I want to say 20).

Well, let's refer to the above code I showed you. It had... wait(20) ... didn't it? Well, I guess you'd be going through the execute_action_attack, execute_action_skill, and the like to remove or reduce the time in the wait statement.

Personally, I prefer to 'remove' the windows and make it work more like RMXP. Or you didn't know I did that too?
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Messages In This Thread
[Resolved] Damage Pop VX Help: Syncing Damage Pop With Instant Text - by DerVVulfman - 01-21-2010, 10:48 PM

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